Wrist Disjointer : Artifact

Description

This device mostly looks like a bracer or perhaps a broad bracelet. It has four button-like things on it, which are not lit when found. Alternatively the device could be implemented with injection, the buttons glowing below the skin.

Details

Level:

Wrist Disjointer
1d6+3

Form:

Bracer, bracelet; injection

Depletion:

1 in 1d20 (5%)

Effect:

GM intrusion: Something starts flashing around the buttons. Within 10 rounds the energy of the device will fade out and a disconnected hand will suddenly behave like just cut off!

As a character puts the device on, Button 1 will start to glow. Pushing it will light up an energetic glow on a circle around the wrist, together with a stinging pain, which will be gone immediately. The device is now fully attached and cannot be removed easily or without harming the user’s arm.

GM intrusion: A small mammal or a big bird tries to hunt down your detached hand (speed test creature level+2 for fleeing; Might tests creature level+2 when caught to get free.

Button 2 and Button 3 will glow, the first just reversing the action of Button 1. Button three will detach the hand from the arm at the position of the glowing ring. No pain, no bleeding, and the control over the hand will be fully preserved. Thus, it can “walk” and so on. This will need practice and the first few actions should be level 3 speed tasks, gradually reducing it to a level 2 task. Characters can pay 2 XP to get short term training for controlling a detached hand.

Button 4 is now lit on the remaining part of the device still sticking to the arm. Within 10 cm reach, pushing it will drag the hand back to the wrist and connect it, lighting up Buttons 2 and 3 again after it has reattached.